(Solved) Mixing/Transferring Blueprint to C++
I have an odd question to ask which involves about Blueprint and C++, but is it the best way to work on your game within Blueprint, then when you have the base features included, apply C++ over it?
It's a confusing question and hard to explain. I am currently creating a game that includes Blueprint and a little of C++ code, however, I know that using everything in Blueprint would cause some performance issues with the game itself. This is the reason why I want to add some C++ code after finishing the Blueprint side.
I am still a beginner level with C++ so please coop with me. Like, I am trying to understand it and mix Blueprint with C++.
All I want is some best suggestions for using Blueprint and C++ such as which is to create first, how to learn to mix them and so on. I just do not want to end up with my video game having some short freezes or low-performance issues for only using Blueprints, when it comes to the final product since I really would love to make it good as possible for the Player's experience.
Thank you for reading, and hope to see a reply from you.
You have the option of nativizing your blueprints which will remove the performance penalty.
However, I prefer C++ for different reasons. The main one being that I am very familiar with it and it's actually easier for me than blueprints. The second one being the fact that I don't like "logic spaghetti" on my screen. Blueprint is an amazing feature but it's really not designed for complex algorithms, in my opinion. A 300 line C++ source code file is generally a lot more readable than a blueprint that accomplishes the same goal, at least for me.
answered Mar 24 '18 at 08:27 PM
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